As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
As part of your movement, you jump in any direction up to 20ft per psi point spent.
When you hit a target with a melee attack, you can activate this ability as a reaction.
The target must succeed on a Strength saving throw or be knocked 10ft away from you per psi point spent in a straight line.
If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn.
The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack.
If the attack has more than one damage type, you choose which one to use for the bonus damage.
While focused on this discipline, you have advantage on Strength (Athletics) Checks.
As an action, you gain resistance to bludgeoning, piercing, and slashing damage (your choice), which lasts until your concentration ends.
As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
While focused on this
discipline, you gain a +1 bonus to AC.
As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point.
This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
As an action, you can send psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
While focused on this
discipline, you can use a bonus action to touch a
creature that has 0 hit points and stabilize it
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).
The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).